Hollow Knight

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panraven
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Hollow Knight

Post by panraven » Fri Mar 03, 2017 1:00 am

ce 6.6+ 32 bit table using mono feature, may conflict with debug function.

Code: Select all

@@ Hollow Knight


'****** CRASH ON NEW GAME WHEN CHEAT ACTIVATED,'
'****** ONLY USE IN A SAVED GAME'


'HeroUpdCooldown':
  -- ignore the meaning, it start from cooldown,
  -- but expand to other functions

  Multiple function:
   1/ fast attack cooldown
   2/ fast dash cooldown
   3/ fast nail charge
   4/ short recoil duration
   5/ regen mp/hp
   6/ enable dash and air-dash
   7/ minimum geo
   8/ up-key to glide (small gravity on falling)
   9/ ^ up-w/o-left-right to jump

'NotchCost1':
   allow equip as much as charm. Tested as much as
   14 charms so far.
Attachments
hollow_knight.CT
aob fixed for v1.114
(9.01 KiB) Downloaded 1157 times
hollow_knight_dev3.CT
Hollow knight, ce 6.6+ 32 bit table using mono feature
(24.61 KiB) Downloaded 4304 times
Last edited by panraven on Sun Aug 06, 2017 3:08 am, edited 3 times in total.

Luke76bg
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Re: Hollow Knight

Post by Luke76bg » Fri Mar 03, 2017 3:26 pm

Thanks for you table! But there is something strange, without activating any function, just clicking on HeroUpdCooldown gives me moon gravity and infinite jump O_O

And there is a possibility to edit the amount of geo ? I have used wrongly a trainer function and now i have 10.000 geo! I don't want to ruin my game, so it would be possible to have an editor for geo amount ?

Luke76bg
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Re: Hollow Knight

Post by Luke76bg » Fri Mar 03, 2017 3:35 pm

ok found the editor of geo in pplayerdata, i corrected the value, thanks to your table!

panraven
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Re: Hollow Knight

Post by panraven » Fri Mar 03, 2017 5:55 pm

Yes, it is activate all (1-9 in list) by default.
The PTRs part need HeroUpdCooldown activated in game level,
I modified the ct so that the PTRs keep updated if HeroUpdCooldown
is disabled all (but not deactivated).

bye~

Luke76bg
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Re: Hollow Knight

Post by Luke76bg » Sat Mar 04, 2017 4:13 am

Wait, i selected the option to disable all, but the effects was still activated, the knight can fly, infinite jumps. and so on. So you can really disabled all and enable only what you need ?

panraven
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Re: Hollow Knight

Post by panraven » Sat Mar 04, 2017 7:06 am

The enable/disable toggle should be made as a script but I'm lazy just made it as manual value change 0/1.
It is changed with fancy notify.
bye~

xbxbxb123
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Re: Hollow Knight

Post by xbxbxb123 » Tue May 30, 2017 8:23 pm

How do I disable the infinite charms after turning it on? I couldn't figure it out but I am new to this.

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Lord Blade
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Re: Hollow Knight

Post by Lord Blade » Mon Jun 05, 2017 9:53 pm

So... is it actually possible to turn off the moon jump stuff?

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Lord Blade
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Re: Hollow Knight

Post by Lord Blade » Fri Jun 09, 2017 11:29 pm

Is there any way of hacking how many of those blue masks you have? The ones you get from the little butterfly areas?
There's a charm that needs you to have 15 of those, and I suck at not getting hit. lol

tedios
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Re: Hollow Knight

Post by tedios » Mon Jul 17, 2017 5:26 pm

Is there any way to disable the infinite jump as it remains to be still active even when the table is disabled and game restarted several times

vulc
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Re: Hollow Knight

Post by vulc » Thu Aug 03, 2017 4:32 pm

Hi There, it seems to don't work on today's steam version! Some hint on how to correct the table?
Thanks :)

Luke76bg
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Re: Hollow Knight

Post by Luke76bg » Fri Aug 04, 2017 12:16 pm

yes please, fix it for the last update!|

gehtsiegarnixan
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Re: Hollow Knight

Post by gehtsiegarnixan » Sun Aug 06, 2017 7:50 pm

same problem as xbxbxb123. How to i dial the Charms Nothches back to what it was ?

Luke76bg
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Re: Hollow Knight

Post by Luke76bg » Sun Aug 06, 2017 10:47 pm

Thank you for the update!!!

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Re: Hollow Knight

Post by Luke76bg » Mon Aug 07, 2017 12:45 am

which is the script to have infinite mp ? There are too many options O___o

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